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serenity/Userland/Libraries/LibAudio/ConnectionToServer.cpp
kleines Filmröllchen 3610b8dd93 LibAudio: Restore exact audio enqueuer thread mutex behavior
This was changed with a recent move to MutexLocker, but the exact
previous behavior is safer as it holds the lock for the minimum amount
of time in both locations. We don't want to introduce these kinds of
subtle bugs.
2022-11-12 10:04:21 -07:00

149 lines
4.4 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Atomic.h>
#include <AK/Format.h>
#include <AK/OwnPtr.h>
#include <AK/Time.h>
#include <AK/Types.h>
#include <LibAudio/ConnectionToServer.h>
#include <LibAudio/UserSampleQueue.h>
#include <LibCore/Event.h>
#include <LibThreading/Mutex.h>
#include <time.h>
namespace Audio {
ConnectionToServer::ConnectionToServer(NonnullOwnPtr<Core::Stream::LocalSocket> socket)
: IPC::ConnectionToServer<AudioClientEndpoint, AudioServerEndpoint>(*this, move(socket))
, m_buffer(make<AudioQueue>(MUST(AudioQueue::try_create())))
, m_user_queue(make<UserSampleQueue>())
, m_background_audio_enqueuer(Threading::Thread::construct([this]() {
// All the background thread does is run an event loop.
Core::EventLoop enqueuer_loop;
m_enqueuer_loop = &enqueuer_loop;
enqueuer_loop.exec();
{
Threading::MutexLocker const locker(m_enqueuer_loop_destruction);
m_enqueuer_loop = nullptr;
}
return (intptr_t) nullptr;
}))
{
async_pause_playback();
set_buffer(*m_buffer);
}
ConnectionToServer::~ConnectionToServer()
{
die();
}
void ConnectionToServer::die()
{
{
Threading::MutexLocker const locker(m_enqueuer_loop_destruction);
// We're sometimes getting here after the other thread has already exited and its event loop does no longer exist.
if (m_enqueuer_loop != nullptr) {
m_enqueuer_loop->wake();
m_enqueuer_loop->quit(0);
}
}
(void)m_background_audio_enqueuer->join();
}
ErrorOr<void> ConnectionToServer::async_enqueue(FixedArray<Sample>&& samples)
{
if (!m_background_audio_enqueuer->is_started())
m_background_audio_enqueuer->start();
update_good_sleep_time();
m_user_queue->append(move(samples));
// Wake the background thread to make sure it starts enqueuing audio.
m_enqueuer_loop->wake_once(*this, 0);
async_start_playback();
return {};
}
void ConnectionToServer::clear_client_buffer()
{
m_user_queue->clear();
}
void ConnectionToServer::update_good_sleep_time()
{
auto sample_rate = static_cast<double>(get_sample_rate());
auto buffer_play_time_ns = 1'000'000'000.0 / (sample_rate / static_cast<double>(AUDIO_BUFFER_SIZE));
// A factor of 1 should be good for now.
m_good_sleep_time = Time::from_nanoseconds(static_cast<unsigned>(buffer_play_time_ns)).to_timespec();
}
// Non-realtime audio writing loop
void ConnectionToServer::custom_event(Core::CustomEvent&)
{
Array<Sample, AUDIO_BUFFER_SIZE> next_chunk;
while (true) {
if (m_user_queue->is_empty()) {
dbgln("Reached end of provided audio data, going to sleep");
break;
}
auto available_samples = min(AUDIO_BUFFER_SIZE, m_user_queue->size());
for (size_t i = 0; i < available_samples; ++i)
next_chunk[i] = (*m_user_queue)[i];
m_user_queue->discard_samples(available_samples);
// FIXME: Could we receive interrupts in a good non-IPC way instead?
auto result = m_buffer->try_blocking_enqueue(next_chunk, [this]() {
nanosleep(&m_good_sleep_time, nullptr);
});
if (result.is_error())
dbgln("Error while writing samples to shared buffer: {}", result.error());
}
}
ErrorOr<void, AudioQueue::QueueStatus> ConnectionToServer::realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples)
{
return m_buffer->try_enqueue(samples);
}
unsigned ConnectionToServer::total_played_samples() const
{
return m_buffer->weak_tail() * AUDIO_BUFFER_SIZE;
}
unsigned ConnectionToServer::remaining_samples()
{
return static_cast<unsigned>(m_user_queue->remaining_samples());
}
size_t ConnectionToServer::remaining_buffers() const
{
return m_buffer->size() - m_buffer->weak_remaining_capacity();
}
void ConnectionToServer::main_mix_muted_state_changed(bool muted)
{
if (on_main_mix_muted_state_change)
on_main_mix_muted_state_change(muted);
}
void ConnectionToServer::main_mix_volume_changed(double volume)
{
if (on_main_mix_volume_change)
on_main_mix_volume_change(volume);
}
void ConnectionToServer::client_volume_changed(double volume)
{
if (on_client_volume_change)
on_client_volume_change(volume);
}
}